Simon Rönnberg is a systems developer and consultant with 10 years of professional experience and an M.Sc. in Computer Science, currently consulting at Visionite AB from Umeå, Sweden. He designs and implements robust, high-performance systems and has deep experience across JVM-based backends, distributed architectures, and game-engine rendering work in Rust. At Codemill he served as a senior system developer and solution architect, shaping maintainable platforms and taking ownership of core backend components. Simon is also an active open-source contributor—his work on Amethyst and Specs improved renderer features like transparency and vertex skinning and added ergonomics to a parallel ECS, showing comfort across low-level graphics and concurrency primitives. Pragmatic and curious, he blends careful engineering with continuous learning and a track record of shipping resilient systems under real-world load. An often overlooked strength is his ability to move between legacy maintenance and greenfield architecture, making him effective in both troubleshooting and strategic design.
10 years of coding experience
16 years of employment as a software developer
Master of Science (M.Sc.) Computer Science, Master of Science (M.Sc.) Computer Science at Umeå University
Data-oriented and data-driven game engine written in Rust
Role in this project:
Full-stack Developer
Contributions:170 commits, 116 PRs, 5 pushes in 1 year 4 months
Contributions summary:Simon's commits primarily focused on enhancing the rendering capabilities of the Amethyst game engine. Their contributions included propagating configuration settings to the renderer, fixing examples to work with the new configuration, and improving the handling of rendering, including adding transparency support. The user also worked on integrating vertex skinning functionality within the renderer.
Contributions:20 commits, 21 PRs, 65 comments in 6 months
Contributions summary:Simon primarily contributed to the `specs` repository, which is a parallel ECS (Entity Component System) library. They implemented a `Bundle` trait for registering components and resources within the `World`, improving the ease of component registration. The user also added a `ChangeSet` struct, enabling the collection and application of changes to components, and updated dependencies. Furthermore, the user refactored code to align with a `shred` dependency update.
ecsparallelrustparallel-ecsspecs
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